Further Details

Charms

Excellent Solar [Ability]Cost: 1m per dieMins: [Ability] 1, Essence 1Type: SupplementalKeywords: NoneDuration: InstantSolars excel at their chosen fields should they put in the effort.
Adds charm dice; 1 die per 1m.
Character has an Excellency for: Favored and Caste abilities with at least one dot, any other abilities in which they know at least one charm.

Fists of Iron Technique.Cost: 1mType: ReflexiveKeywords: DualDuration: Instant
This Charm allows the Exalt to parry lethal damage with her bare hands. In addition, her barehanded decisive strike does lethal damage and her withering damage ignores (Essence + Intimacy) soak. The Intimacy in this context can be a Tie (as the Solar strikes a hated enemy or defends a beloved friend) or a Principle (as the Solar exults in the thrill of violence).

Iron Battle Focus.Cost: 3mType: ReflexiveKeywords:Duration: One Turn
Though she may take a beating, the Exalts resolve is tougher than iron. The Solar may activate this Charm to become immune to further onslaught penalties until her next action.

Ferocious Jab.Cost: 1mType: SupplementalKeywords: UniformDuration: Instant
The Solar strikes her opponent with a fury-enhanced blow. This Charm supplements a physical strike, and adds a number of dice to the damage of a withering or decisive attack equal to the targets current onslaught penalty.

Wind and Stones Defense.Cost: 3mType: SupplementalKeywords:Duration: Instant
The Solar dances around her foefs attacks, or buffets them away with vicious disdain. When the Exalts Initiative is higher than her opponents, she may use this Charm to raise her Evasion or Parry by an amount equal to her foes current onslaught penalty.

Vicious LungeCost: 1mType: SupplementalKeywords:Duration: Instant
In a burst of violence, the Solar launches herself at an opponent, seizing him with tremendous force. This Charm supplements a grapple gambit, adding one automatic success to the attack roll, and (Essence or three, whichever is greater) dice to the Initiative roll.

Unbreakable GraspCost: 2mType: ReflexiveKeywords:Duration: Instant
The Solar tightens her Essence around her limbs, making it nearly impossible to pry her off her opponent. The Exalt may use this Charm when her clinch control is threatened by incoming attacks, paying two motes for every round of control preserved. These motes are paid after the opponents attack and damage rolls as needed.

Thunderclap Rush AttackCost: 3mType: ReflexiveKeywords:Duration: Instant
The Solars aggression fuels her Essence, quickening her movements, allowing her to blur into combat range of an opponent to make a first strike. This Charm allows the Solar to move a single range band without consuming her movement action, to make an attack regardless of her position in the Initiative order. This attack counts as her turn for the round. If contested by another character using Thunderclap Rush Attack, the better stunt wins. The target of Thunderclap Rush Attack may not use a Clash to defend against the Solars attack unless hes using a Charm with the Clash keyword.

At Brawl 5, Essence 3+, the character may add one Willpower to the cost of this Charm. When she uses it against her opponent, it automatically strips (Essence or 5, whichever is lower) Initiative from her target and awards it to her, before the attack is made.

This Charm can be used once per target, per scene, but can be refreshed against a single target by crashing that target.

On Thunderclap Rush Attack It is possible to crash someone with the Brawl 5, Essence 3+ upgrade without making an attack. This counts as crashing him with an attack. The Solar is awarded the crash bonus, and any Charms which would trigger by crashing someone, or by gaining a crash bonus are applicable before she makes her attack
roll.

Falling Hammer StrikeCost: 1mType: SupplementalKeywords: UniformDuration: Instant
The Solar is as relentless as the coming storm. This Charm supplements a withering or decisive attack, preventing the onslaught penalty to her targets defense from fading on his next turn. The Solars onslaught can only be abated by escaping her long enough to suffer no attack for at least one round. If the Solar is unable or unwilling to attack her target, the effect ends and the targets defense refreshes as normal. Falling Hammer Strike does not maintain onslaught penalties from other charactersf attacks, nor does it supplement grapple attacks.

An Example of Falling Hammer Strike The Solar lunges at her target with a vicious left, enhanced by Falling Hammer Strike. On the next round, he attacks first, but his defense doesnft refresh. She uses the Charm again, and snaps his head back with a shattering uppercut. For this attack, his defense is still at -1. Because she used the Charm twice consecutively, he will be at -2 defense on her next attack.

Monkey Leap TechniqueCost: 2mType: SupplementalKeywords:Duration: Instant
The Exalt leaps with the speed and grace of a striking hawk. Using this technique, a Solar may automatically leap forward or straight up one range band. A Solar using this Charm can easily leap to the top of a twenty foot wall or cross a Nexus street over rooftops, without having to roll.

This Charm counts as the Solars movement for the turn. If the Solar continues to leap to a different range band each turn, the cost is reduced to one mote after the first activation.

Lightning SpeedCost: 3mType: SupplementalKeywords:Duration: Instant
Like a flashing bolt, the Exalt streaks toward her goal, trailing streamers of anima. This Charm can be used to enhance a rush action. The Exalt moves with terrific speed?add one automatic success and reroll all 5s and 6s until 5s and 6s fail to appear. Lightning Speed can also be used each interval of a foot race or other test of speed.

Increasing Strength ExerciseCost: 3m or 3i per dotType: SimpleKeywords:Duration: One scene
The Solar draws remarkable strength from deep within her core. For every three motes of Essence or Initiative the Exalt spends, her Strength score increases by one. Each dot of increase also raises the base damage of her decisive attacks by one. The Solars Strength cannot be increased by more than her Essence rating through use of this Charm, and may not grant her more than double her Strength score. Through use of Increasing Strength Exercise, Solars can reach the Strength minimums required to attempt certain feats of strength.

Thunderbolt Attack PranaCost: 4m, 1wpType: SupplementalKeywords: Decisive-onlyDuration: Instant
The Exalt draws down on the Essence around her, pulling it through her upper body, her lungs, her core and down into her legs, and then explodes skyward, rising in a brilliant, Essence-laden arc. This Charm supplements a non-ranged attack which can be made against aerial targets up to short range, or ground targets at short range. The Solar leaps at her target, striking with incredible force. damage is doubled after it is rolled. If the Exalt uses this attack to move to short range, it counts as her movement action for the round. After striking an aerial opponent, the Exalt may fall one range band without taking damage.

Thunderbolt Attack Prana is expressly permitted to be used in conjunction with Charms of other Abilities, and it is suggested that the player use it to create a signature attack that fits the characters attitude and style.

Searing Quicksilver FlightCost:Type: PermanentKeywords:Duration: Permanent
The Solars skill at evasion is such that her dodges wither away at her opponents momentum. When she successfully dodges an attack, her opponent loses one point of Initiative in addition to any other Initiative he may have lost for failing the attack.

Reflex Sidestep TechniqueCost: 5mType: ReflexiveKeywords: UniformDuration: Instant
The Solars preternatural awareness of her surroundings makes her nearly impossible to harm. Even when struck unaware, she may part herself from her foefs attack, undoing the damage that was done to her. This Charm may be activated in response to an ambush attack, a trap, or other damaging effect the Solar is completely unaware of, setting her Evasion to two against the attack and adding an additional point of Evasion for every 1 or 2 in the attack (before Charms such as Excellent Strike). If the Solars Evasion recovers to its full value, she may apply additional Dodge Charms if necessary.

Drifting Leaf ElusionCost: 1mType: ReflexiveKeywords:Duration: Instant
The Exalt slips away from an attack that would have struck her. When using this Charm, the Solar successfully evades an attack roll bearing successes equal to her Evasion. This Charm may be invoked after the attack roll is made.